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Overheat Vaporization?


Tim_Barrett

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I know this feature has been here for awhile, but as a shout-out to all of you 'kerbal' craft creators, have you found this slightly annoying?

When parts overheat, I believe they also have a strong effect on the parts in a certain proximity of the overheating part. Destruction of the part causes the same outcome as 'overheating,' meaning if your gigantic multi-layered C7 space battleship gets shot with a railgun at only 100 meters away... you will know what I mean here.

*tink*

(screen freezes up)

*BAAWHHWOOOMMMMCCHHHCCHKKSSHHAAAA*

Does anyone know a workaround for this specifically? I personally think a gradual collapse and destruction of a massive ship slowly exploding in different areas could take on a simple one-shot fireball of doom.

In this example video, you will see one of my boats get shot twice with the 'Particle Cannon.' It is big enough that the first shot is slightly realistic, but the second one... my god.

(ignore the people in the background; turn up volume for maximum need of new pants)

This probably made no sense, but someone is bound to reply with a question or two.

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Remember, it\'s not a boat, It\'s a gigantic boat shaped rocket. Look at real rocket explosions, like the N1s; they don\'t \'gradually collapse\' or anything like that, they go up like bombs.

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Remember, it\'s not a boat, It\'s a gigantic boat shaped rocket. Look at real rocket explosions, like the N1s; they don\'t \'gradually collapse\' or anything like that, they go up like bombs.

Very true... is there a notable difference in explosions when fuel tanks do or do not have fuel (in the game?)

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For the standard FLT-500...


fullExplosionPotential = 0.9
emptyExplosionPotential = 0.1

This should be a noticeable difference ingame. Try setting all fuel = something lines for this craft in persistent.sfs to zero (don#t know if you can refuel it again...)

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